Dying light review gambling addiction. Review of the game Dying Light

  • 20.07.2019

Dying Light proved that escaping the living dead can be just as fun as killing them. Tracers certainly won’t get lost in a zombie apocalypse; you can’t drive them into a corner so easily. However, even the most dashing parkour adherents will sooner or later need to take a breath.

Addition The Following suggests doing it while driving a buggy. No more rooftops and narrow streets - the suburbs of Harran stretch before us, a rocky plain with picturesque meadows. It's time for the infected to run away from us a little.

Crazy Kyle

Departure for city ​​limits- a strange move on Techland's part, because in open areas Kyle Crane's talents are useless. Parkour was, perhaps, the main feature of Dying Light, and the buggy is absolutely not an equivalent replacement.

The developers threw their main trump card literally under the wheels - it’s no different that last year’s fashion arrived late in Poland. Today, after all, all the city daredevils have acquired transport: Batman has a Batmobile, and British assassins have comfortable stagecoaches.

Although it is much more likely that Techland simply took advantage of the developments in Dead Island .

Parkour is no longer in fashion, it's time to take up mountain climbing.

However, sometimes we are still allowed to climb to the top.

So from now on main character Dying Light is not a bouncy tracker, but a flimsy car. Agent Crane is nothing more than a servant of his rusty friend; not a single NPC will force you to run so much: the buggy constantly requires fuel and spare parts, and in order to somehow “feed” it, you need to gut abandoned cars.

There is an option for the lazy and rich - instead of a raid on highways, organize a race on merchants - but it will not be possible to completely avoid fussing with creating items. Something constantly breaks down in a buggy, the number of repairs allowed is limited, and gas can run out at the most inopportune moment. And this means new long searches with subsequent assembly in the inventory.

In addition to the costs of repairs and maintenance, you have to keep an eye on the car with both eyes. Did you go to the mountains and become the prey of a nimble dead man? If you please, get to the all-wheel drive “pet” on foot. The car is not a Roach, it won’t come running when you whistle. You will never guess on which “tower” you will return to life next time. It is possible to summon a buggy to one of the “safe zones”, but it does not always work - again, depending on your luck.

The cooperative is here to stay. Driving together is much more fun... as is finding transportation after a fatal accident.

At times The Following feels like a lawn mower simulator. “Mowed” the lawn - got a level.

This whole simulator of a tired motorist is started for the sake of one thing - spectacular accidents. If Dying Light itself was called “Mirror’s Edge with zombies,” then The Following lays claim to the laurels Carmageddon. Although in reality it is more similar to domestic Armageddon Riders. For downed pedestrians we are awarded experience, which is invested in a new skill tree. By the way, we recommend importing a character from the main campaign - it’s easier to focus on the new branch. An experienced driver can build a new engine, strengthen the armor and, finally, attach a weapon to the hull. Available - flamethrowers, spikes and ultraviolet lamps.

But don't expect to turn your buggy into a mobile fortress with guns. In the suburbs, the rules are the same as in the city: the fastest survives. Even though not all infected people dream of becoming a blot on your hood. Old familiar jumpers are not averse to riding with you, and night hunters watch over belated riders.

How to Write a Zombie Story, Volume Two

But no matter how fast you drive, you will still get stuck in a plot quagmire. The Following slips in all the same cliches, albeit slightly sprinkled with mysticism. After the events of Dying Light, things are still not going well for the tracers - the antizin is running out, and Harran is still overrun by the infected.

Salvation comes from an unexpected place: dying, one of the survivors tells the heroes that there is a settlement outside the city, the inhabitants of which are not taken by the virus. In pursuit of a fairy tale, agent Kyle Crane arrives in the town and... Here you can put an end to it - at this point the intrigue freezes and falls into sleep.

There aren't many new weapons. True, the shooting arsenal has never been one of the advantages of Dying Light.

To get a new portion of clichés, including prophecies, cultists and even the Chosen One, you will have to work hard. The sect of the “children of the Sun” is in no hurry to reveal its secrets to a stranger, which serves as the basis for a series of the same type of “go and fetch” and “go and kill.” The long introduction discourages any desire to find out how the town’s residents overcame the virus, but it’s worth the patience at least for the sake of two shocking endings. The writers still managed to put the point beautifully. And the dialogues in some quests are successful. But it’s better to do without quotes - there are already few surprises.

Typical tasks will be brightened up with new guns. Let's say, the crossbow was missing in the original - otherwise how can you feel like Daryl Dixon from The Walking Dead? But until the rest of the new products, it seems top level complexity and various tests, players risk simply not getting there. Tiring buggy management coupled with monotonous quests is more than enough.

* * *

Having parted with my business card- parkour, - Dying Light has significantly lost its charm. The Following inevitably reminds Far Cry 2 , where I was also hostile world, buggy and gaping emptiness in place interesting plot. After impressive progress compared to Dead Island, the expansion seems like a definite step back. In the absence of the novelty effect, the adrenaline from racing wears off quite quickly: a spectacular accident can be caused in every second sandbox, but not every game can boast of first-person acrobatics. It would be worth saying that if Techland offers you a ride, refuse. Walking is healthier.

But. If this were a separate game, there would really be nothing to admire, but as an add-on for four hundred rubles, The Following shows courage that is completely unusual for add-ons for four hundred rubles. And a cooperative. The cooperative is here to stay. It is important.

Pleased
Upset

  • picturesque nature suburbs;
  • roadkill;
  • two shocking endings;
  • crossbow, Daryl!
  • still a co-op.

If the zombie apocalypse ever happens, Poles from Techland will definitely survive. In their heroes, they scatter the undead with sledgehammers and fragments of pipes so naturally that it seems as if the creators themselves regularly practice this.

It’s just a pity that in addition to beating up zombies in Dead Island there was nothing interesting. But there is. At a minimum - parkour.

Eastern hospitality

This time a fictional one fell victim to the zombie virus eastern city Harran. The syndromes are standard: pale skin, rotten teeth and an irresistible desire to eat people. Of course, the city was quickly cordoned off, quarantine was declared and they are already threatening to drop it on nuclear bomb. The government doesn’t care about survivors, but the population is told that there are no survivors in Harran at all. Everything is according to canon.

Crane's into it kingdom of the dead I left after the quarantine was announced. He, you see, is a special agent and is carrying out a particularly important and terribly secret mission.

In the very first minutes of his stay in the city, the main character Kyle Crane fully experiences the famous Eastern hospitality. First, marauders try to kill him, then zombies bite him. Local tracers save Crane. They give the hero shelter, food, antizin (a medicine that slows down “zombification”), make sure that he is also trained in parkour, and send him off to do business. From now on, Crane is no stranger here, and the problems of the local population concern him no less than the task of his superiors.



Characters Dying Light we are very familiar. Here is a young upstart fighter, always risking himself and others, and a leader, worried that he is not ready for such responsibility, and a “femme fatale,” and even a villainous villain who does not deny that he is a villain and loves evil.

Then everything will be according to schedule: the search for a vaccine, friendship, betrayal, death and other zombie drama. The story doesn’t try to go further than Hollywood cliches, but it keeps you in the right tension and doesn’t distract too much from the action. And, in the end, even such a “standard” set is sharper than the plot twists and turns Dead Island.

Way of the Samurai

Fighting the dead since the days Dead Island has not changed much: we wave to everyone that comes to hand, we perfectly feel every blow and rejoice at the spectacular scattering of skulls. Dismemberment (still tactical: a zombie without arms is not so dangerous), savoring the most impressive reprisals and fountains of blood are included.

True, at first the hero is too weak, gets tired after a couple of swings, gasps for air after running a few meters, and breaks the weapon incredibly quickly. On the one hand, this is a little annoying, on the other, it makes you avoid walkers.

In such conditions, parkour becomes the main tool of survival. It’s relatively safe on the roofs; the dead rarely walk there, and it’s easier to throw them down with a nice kick. In addition, jumping and climbing in Dying Light interesting in itself. It feels pretty close to what it was in, and is even easier to control. True, Crane is inferior in agility to Vera-Faith and sometimes falls into the textures. But in Mirror's Edge You couldn't jump over zombie heads!

Harran is divided into two districts. In the first there are few tall buildings, and in general it resembles a slightly yellowed and more densely built-up Bana.



But the second one evokes associations with - high buildings, artsy architecture. At first, out of habit, people often fall and break here.

But the game turns into a real survival simulator after dark. Particularly dangerous zombies take to the streets, tearing the hero into pieces with a couple of blows and capable of following him anywhere. And there are no fewer ordinary dead people. You have to hide in the gateways, not make any noise, carefully make your way to safe areas and sleep there until the morning - or run at full speed. Against the backdrop of relatively calm daytime adventures, nighttime episodes are very stimulating. But only at the beginning, when you have not yet studied the habits of the dim-sighted dead and did not have time to upgrade your Crane.

Experience comes into play here big role, than in Dead Island. There are three branches of skills, and they develop independently of each other. We run and jump - we get agility points, swing a wrench - our strength increases, we complete tasks - we become masters of survival. There are about as many interesting skills as there are ordinary, but useful increases in health and stamina. New recipes for “homemade” ones, new techniques and movements. The most fun is the jumping kick with both legs. There's nothing better than sending a dead man flying with a good wrestling dropkick.

From the garbage found at the levels, such as electrical tape, plastic and batteries, you can collect not only new weapons with interesting effects(electric fire ax - the best remedy against zombies), but also useful little things - homemade grenades, shurikens.



Night episodes can scare worse than all three parts combined. One of the perks will allow you to use a “cat”, which greatly facilitates movement, but almost eliminates the need to jump and climb yourself. It opens towards the very end.

Obedient puppy

If at first you come across mostly rotten, slow-moving dead, then later you will have to deal with newly converted ones. They have not yet completely lost their humanity, and therefore they run briskly, climb and confuse, begging for mercy during the battle. In particularly advanced cases, exploding zombies, spitters poisoning with caustic mucus, and thugs appear on the scene, knocking down everything in their path. Occasionally you can even meet zombie children, and you will remember these encounters for a long time.

There are almost no boring battles in the game. Simple ones, however, too. There are unpleasant ones - sometimes, for example, you have to fight with people, and this is terribly annoying. They can withstand dozens of machete blows to the face and do not fall even after the most powerful kicks. In addition, sometimes you have to engage in very boring shootouts with them.

There are few firearms in the game, and they are even less useful. It mows down ordinary undead effectively, but much more dangerous opponents come running in response to the noise.



Fighting with real people is more tedious than a real challenge. But at least people maneuver in a very realistic manner. The stories in the secondary missions can be quite interesting, and the characters are often funny.

There are plenty of survivors in Harran, and many of them are happy to trade, exchange a few words, or throw in a task. Secondary missions do not differ much from the main ones - you also have to rush back and forth across the city (there is no fast travel in the game), pull switches or look for something. Only interesting skirmishes along the way will rehabilitate them. Well, co-op - in the company of friends you can easily fly through the entire game. This makes the tasks seem more interesting, and you die less often. The game does not justify the existence of several identical Cranes in the same universe, but to hell with it.

However, not only friends can come. Other players are capable of invading you in the form of especially nimble and dangerous undead, but if you are thinking about it, forget it. As soon as another such villain appears in your game, the game quietly launches a separate mode. In it you need to destroy certain nests, and the enemy, accordingly, kill you a certain number of times. It’s interesting the first time, but then not so much.

Acrobatics makes everything better, anyone will tell you that. Where would Lara Croft be now without her graceful antics? Probably in the same place as Assassin’s Creed, which would not have appeared at all if the Prince of Persia had not had the urge to run along walls and jump over enemy heads. It’s time for the tired zombie theme to adopt this purely healthy habit – and the Polish Dying Light understands this very well.

“Gee, this is Deadland with parkour,” the average person will think, which is not particularly wrong with the truth: Techland really didn’t reinvent the wheel and took their own four-year-old project as a basis. And they did, in general, the same Dead Island, but with significant edits in all respects.

Another outbreak of an unknown zombie virus. The city of Harran is becoming a hotbed of infection, and a nuclear bomb is about to be dropped on it without regard to local population, which, contrary to official statements, is still actively fighting for life. Kyle Crane, our protégé, cares little about all these details at first - he’s here generally on government business and doesn’t know of any survivors. But this is at first.

The dead man clinging to his heel and the ritual of baptism with a bat in the face performed by the bandits force Crane to slightly reconsider his position. Having joined the first friendly group, the main character quickly discovers a hidden craving for parkour and altruism, which his new comrades take advantage of without undue modesty. There are plenty of runners in the regiment, but it is you who will do the main work, not forgetting, however, the original purpose of your visit.

With approximately this amount of luggage, you can safely set off to explore the surrounding area. The storyline here is the tenth thing, especially since it certainly won’t please you with its outstanding depth, being the usual excuse for the actual gameplay.

For the first time leaving the Tower, the local “headquarters”, you feel awkward. It seems like Dead Island is memorized on screen, but it’s impossible to play the same way as in 2011. IN to a greater extent because the player is no longer a walking meat grinder: the weapon hits weakly, breaks quickly, and the stamina is only enough for three or four blows, which will not make a difference in an open battle. You are out of breath at the wrong time - and now a zombie sneaking up behind you is biting off your neck. And while you only have a flimsy table leg in your hands, it’s better to avoid the undead. Fortunately, parkour was introduced just for this purpose.

The bad manners of running strictly along narrow alleys and avoiding any obstacles are immediately discouraged here - nothing motivates you to search for alternative routes more than living corpses behind your back. And if the opening acrobatic delights are extremely ridiculous and ineffective, then soon the urban landscape is felt as the main means of defense, and its use becomes intuitive. With one deft leap you can avoid serious troubles and give yourself time to bandage your wounds somewhere on the roof of another shack - only the most agile dead will climb to such a height, and they do not always keep up.

But as soon as you relax and feel like the king of all the local animals, moving along the safe hills, night falls. If you are lucky enough to take a walk after sunset (and you will have to take a walk for a number of reasons), the game will bare its teeth: completely unkillable creatures will be dumped on the streets, who are not averse to playing a deadly chase to the nearest shelter. It is not for nothing that twilight is accompanied by a persistent warning from fellow tracers - it is better to go home in advance, while your arms and legs are intact.

Despite the danger, you want to stay awake at night. And the point is not at all about an increase in experience for courage - it’s just that best moments Dying Light. A suspicion arises that it was precisely for the sake of midnight races that all the fuss was started, because it was then that the atmosphere in the right way thickens, gorgeous sound design comes to the fore, and the player experiences the whole range of emotions. The savory crunch of skulls and daytime permissiveness are replaced by careful dashes in the dim light of a lantern in the hope of avoiding a dangerous enemy. But the excitement takes its toll - and you run into trouble yourself, so that once again you can experience the real tension of the chase. Imagine a mix of Mirror's Edge and Outlast in an open world - it's that cool. And scary.

During the day, of course, there is also a lot to do. Crane is not only being exploited plot characters, but in general everyone who is still able to talk. Side quests, however, in terms of quality they are not too far removed from Dead Island with its “bring and serve”, but sometimes you come across interesting specimens. And so that it wouldn’t be boring to rush from one corner of the map to another (there’s no fast travel), we added random events, challenges and occupied shelters in the manner of Ubisoft’s “towers”. And in general, in terms of the abundance of third-party activity, Harran is very reminiscent of Kirat from, which is even pleasing - the action does not stop for a second, and the tasks are imperceptibly intertwined.

Special vision carefully highlights all the loot in the nearest mess

In the meantime we are playing the role universal boy running errands, the hero gains experience. The principle of pumping is similar to the role-playing system of The Elder Scrolls, except that there are only three branches. As for the rest, the more we do, the more we progress: antics and jumps allow us to develop acrobatic skills, frequent battles open up new ones fighting techniques, everything else flows into the abstract “survival” line with crafting recipes and discounts from merchants.

Everything would be fine, but in the first half of the game you are forced to learn skills that are quite basic and unremarkable. It is not very clear, for example, why an agile tracer should separately master a tackle, and then also learn to kick in the process. The authors' imagination apparently ended with such restrictions, which is why the best treats become available too late. It’s scary to think that you have to endure seven hours in order to be allowed to smear yourself with zombie guts for camouflage!

I just want to be alone

Oddly enough, Dying Light doesn't need co-op at all. The horribly overhyped ability to team up with four people turned out to be so alien to the game that it would have been better not to have had it at all. The plot, despite the banality, is quite interesting, and the mood is already too serious to spoil everything with a joint frenzy. If anything, Dead Island was like that Saints Row, which is hard to imagine without friends, but here the experience is much more personal.

Well, a bunch of identical Cranes just looks stupid.

It’s a triple shame that all sorts of drop kicks and stuns are designed mainly for zombies - so far they don’t matter to living opponents. The Poles have clearly gone overboard with the endurance of the marauders, who can easily withstand a dozen stab wounds to the head, perfectly block 90% of your shots and are simply annoying with their presence in the game. Frankly, in Dying Light there is nothing worse than battles with the surrounding bastards in closed rooms.

The graphical execution of all of the above is very, very commendable. The colorful Dead Island instantly fades against the backdrop of the landscapes of the grandiose Harran, filled with extremely convincing sunlight. Even upon closer inspection, the picture does not disappoint – the extreme detail of the interiors is especially striking. The only thing that makes you slightly bewildered is the excessive use of blur (oh, so much of it) and color filters.


Unfortunately, there were some performance issues. But there is nothing that cannot be resolved.

What's the end result? Dying Light is not without its flaws, but it is a solid and worthy project. Without offering, in fact, anything radically new, Techland skillfully added other people’s developments to their own, took into account the mistakes of the past and made it better than before. It turned out surprisingly fresh and interesting.

Release date: January 27, 2015 Publisher: Techland Developer: Techland Genres: Action / Co-op Platforms: PC / PS4 / Xbox One In: 154th place Editor's rating: 87 %

Is it worth playing? (based on reader ratings)

How do you like the game? + 4 (all positive)

more about the game, system requirements and settings

System requirements and settings

Video card

GeForce 400 GTS 450 GTX 460 GTX 470 GTX 480
GeForce GTX 500 GTX 550 Ti GTX 560 Ti GTX 570 GTX 580
GeForce GTX 600 GTX 650 GTX 650 Ti GTX 650 Ti Boost GTX 660 GTX 670 GTX 680
GeForce GTX 700 GTX 750 Ti GTX 760 GTX 770 GTX 780 GTX Titan GTX 780 Ti
GeForce GTX 900 GTX 960 GTX 970 GTX 980
Radeon HD 5000 HD 5750 HD 5770 HD 5850 HD 5870
Radeon HD 6000 HD 6850 HD 6870 HD 6950 HD 6970
Radeon HD 7000 HD 7750 HD 7770 HD 7790 HD 7870 HD 7950 HD 7970 GHz
Radeon RX 200 R7 260X R9 270 R9 270X R9 285 R9 280X R9 290 R9 290X

On January 27, 2015, a new cross-platform game became available to gamers. computer game in the genre Survival Horror and First Person Action - Dying Light. Techland studio managed to create a truly first-class solution with open world, where every player will be able to find something to do. Indeed, zombie games are increasingly beginning to fill play space gamers and are extremely popular, the only thing is that not everyone offers high-quality content, but this is not about Dying Light, everything here is done with soul and enthusiasm. So, let's get to know the game a little closer.

Video review

Dying Light

The Techland development team once again managed to introduce millions of gamers large-scale project, which already managed to win the hearts of many players before its release. Dying Light is another game where you have to clear the city from mutated people into zombies.

But it should immediately be noted that the main task in the game is not to get more kills by killing zombies. The main feature in Dying Light is parkour. In principle, almost a good half of the gameplay consists of it.

Game plot

The plot of the game begins very mysteriously, the main character jumps from a plane into a city that is overrun by zombies, but there are still survivors there. Your first task is to gain their trust and infiltrate the circle of these residents.

The action itself takes place in the same city (Harran), where there was an outbreak of a virus unknown to mankind, which affected almost everyone alive. You play as Kyle Crane, only to discover that he is an undercover operative.

There are two groups operating in the city, one of which you can trust with your life, but it’s better not to clash with the other, because it’s a gang of thugs led by Kadir Suleiman. By the way, you will meet their followers at the very beginning of the game, and the second group of survivors saves you from them. In other words, it will also be interesting for gamers who want to complete the main storyline games and others who are not interested in the plot, they just want to amuse themselves in the war with zombies.

Dying Light Gameplay

As for the gameplay, everything here is very interestingly thought out and presented. The game was practically divided into two parts, that is, the first half of the gameplay consists of various battles, and the other half of parkour. So let's talk about this in a little more detail.

As for the battles, players are presented with a wide weapon system. At first, of course, everything looks very meager, various wooden sticks with nails, wrenches and various pieces of iron. However, very soon you can start creating almost anything your heart desires, but for this you need to find various things, batteries, metal and other objects. But it should be noted that everything is within reason, that is, it will not be possible to create super guns from ordinary nails. These are various noise bombs, Ground cocktails, electric batons and much more. But don’t forget about fatigue, because swinging your fists all the time won’t work, so don’t run into the crowd and try to kill everyone at once.

Special attention should be paid to the fact that in addition to the usual improvised “bludgeons”, the game features a huge number of firearms and one can hardly say that there is not enough of it, because military aircraft regularly drop various resources for survivors, but you will have to fight for them. But what’s most interesting is that it’s unlikely that anyone will choose firearms, because the main thing in the game is to try not to make noise and it’s better to kill zombies silently. Zombies are very strongly attracted to various sounds. But this also has its advantages, sometimes it’s better to make a little noise, gather a huge crowd of zombies and throw a Molotov cocktail at them, they burn quite quickly and efficiently. Don't forget to collect loot from dead zombies.

I would also like to talk about weather conditions in Game. In Dying Light it will not be constantly light, because a clear day changes into night and at this moment it is better to sleep in a safe zone, of which there are plenty on the map, otherwise you simply will not die.

The game features three talent sets different types. One will help you become more dexterous, the second will help you learn how to collect Various types weapons, the third affects skill. In other words, gain experience to collect more points and become a real parkour master who can not only run across the roofs, but also become a jack of all trades.

Sound accompaniment

As for the sound in the game, the developers have put no less effort into creating the most realistic conditions, especially for those who like to turn the sound up to the “maximum”. Those who prefer to use headphones will especially like the constant roar of ominous zombies who are just waiting for you to come down to them from the roof and much more, all this is written just perfectly. In this regard, there are no complaints against the developers.

Control

I would like to pay special attention to management. Even the most avid gamer can find interesting opportunities here. Almost every key can be programmed for a specific action. It is also possible to control via a gamepad.

But we had a small problem, for unknown reasons, in order to perform any action you had to constantly hold down the “Ctrl” key, even when you move. What's most interesting is that there is nothing like that in the settings. Let's hope that we will soon sort out this problem, because constantly holding down the Ctrl key is not very convenient to play and it is very annoying.

Game world of Dying Light

As we already said, Dying Light is an open-world action game with Survival Horror elements. There are four different characters available in the game, each with different abilities. If we talk about monsters, there are several types of them, starting with classic slow ones, which barely move and you can quickly run away from them, and elite zombies from which it is sometimes better to stay further away, especially at night, when the so-called “Elusive Ones” appear. But besides zombies, there are also human opponents in the game, these are other survivors who do not want to start relationships with anyone and military personnel.

As for the character, there are more than enough possibilities here; you can kick back, hit your opponent’s head on your knee, and many other pleasant solutions. It is also possible to kill your enemies unnoticed, in the so-called stealth mode.

Conclusion

So, let's summarize the Dying Light game. The developers did their best and managed to create a truly first-class open-world Survival Horror game. The game has excellent gameplay, features, decent sound, and most importantly, it can be played endlessly. The scenario passed, well, okay, go and kill the zombies that are just swarming all over the city. In any case, Techland managed to present to the whole world unique project, where every gamer will find something to do. Dying Light deservedly receives the "Gold" award from our resource..

We jump over buildings in parkour action and try not to end up as a snack for zombies

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Poles from Techland switched to game development in the early 2000s. Alas, despite their efforts, they have not yet jumped above the “good” level. Not a single project came close to the coveted AAA category. For example, the series has good plots and varied gameplay, but the lack of an alternative helps here: there are practically no Westerns. Or - again, a little not “the same”, although the game turned out to be quite tolerable. Leaving the zombie setting as the basis, the developers decided to finally enter the big league with an action game in which they met and.

The city of Harran is engulfed in an epidemic: a certain virus has turned almost the entire population into Walking Dead. Agent Kyle Crane lands in the metropolis, almost dies at the very beginning, but survives with the help of one of the groups of survivors - parkour players. People sit in a high-rise building and periodically go outside the safe zone in search of supplies. According to the laws of the genre, Kyle is quickly made the main “sniff”, and most of the tasks follow from here: run somewhere, do or take something, and then rush back like crazy. At the same time, we also have real bosses, whose orders put everyone before O greater moral dilemmas.

As for exploring Harran, there isn't much to do here. In addition to searching for supplies and spare parts, the game offers to clear territories from zombies, making them suitable for spending the night. You can also entertain yourself by rescuing survivors, although don’t expect much benefit from this: a few experience points yes moral satisfaction. The game has a crafting system. Running around the city, we find all kinds of objects: some parts, food, weapons, medicine. Then you can make some of these things or repair existing ones. Weapons, by the way, often fail, regardless of the material. Sometimes common sense crashes. How can we fix the thick metal pipe with which we frantically kill zombies? Although no, not even like that: how is it possible break this pipe?


In a medium-sized city, we move only on our feet. Running through the streets is not safe: there are crowds of zombies who are trying to bite you. At the same time, there are almost no dead people on the heights: you climb onto the roof, and then plan your route, jumping from one building to another. Unlike Assassin's Creed, the paths here don't feel as intuitive. Sometimes the first time you don’t understand where you need to climb or jump. There is no question of variability; usually there is only one way up, and even if you crack, you won’t be able to get to the floor higher any other way. This slows down the pace of the gameplay a little: first you rush around the city, maneuver between zombies, fight them off, jump onto the balcony, jump from there higher, jump to the next building, and then find that there is nowhere else to jump. Interestingly, it is sometimes faster to move on the ground than on roofs. Zombies, oddly enough, special problems they don't deliver. Unless some particularly annoying undead are following you.


The hero can jump on rooftops and climb walls no worse than Faith from or, if you like, Nathan Drake, who needs no introduction. All movements are perfectly conveyed through animation: you can feel the weight of the character, the effort expended on pull-ups, and jumping, which are accompanied by realistic grunting. For the sake of authenticity, each movement is performed slowly, which, on the one hand, adds realism, and on the other hand, makes Kyle slightly sluggish, despite his physical training. And during a regular sprint, the character runs out of steam quite quickly. In addition, as soon as you hit a zombie with all your heart a couple of times, the stamina parameter is gone.


It complicates combat unit, which is quite primitive here. The dead are quite tenacious (sorry), it is best to hit them on the head with something heavy. But even in this case, zombies need to be given a lot of attention. It is often not immediately clear whether you killed the enemy or not: he can lie motionless and then attack you. When other types of zombies appear, true survival begins: you run away from the corpses across the roofs, throw traps as you go, and brush off the overtaking enemies. At such moments it is a little more difficult: if suddenly your partner falls behind and zombies attack him, then it is impossible to activate the quest checkpoint. Otherwise, this is not a project where playing with friends is of fundamental importance. It becomes more fun, but nothing more.

Entertains for the first few hours, then realizes it's nothing more game cannot offer. Well done parkour, primitive combat system, exploring a city full of zombies - in fact, there is nothing else here. The plot retains a little intrigue, but this is not enough to tighten it properly. The idea was great, the execution was a little let down. If there were more diversity in the project world, everything would have turned out differently. Anyway, this is one of the the best developments Techland.

High-quality, but rather boring action with excellent parkour. Perfect to while away a couple of winter evenings.